Add `GPU_material_batch` API. It uses the new `GPU_shader_batch` from #122232 internally and it works in the same way. Note: This doesn't implement parallel material optimizations. Pull Request: https://projects.blender.org/blender/blender/pulls/122793
43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2005 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
/** \file
|
|
* \ingroup gpu
|
|
*
|
|
* Generate shader code from the intermediate node graph.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
#include "GPU_material.hh"
|
|
#include "GPU_shader.hh"
|
|
|
|
struct GPUNodeGraph;
|
|
|
|
struct GPUPass;
|
|
|
|
/* Pass */
|
|
|
|
GPUPass *GPU_generate_pass(GPUMaterial *material,
|
|
GPUNodeGraph *graph,
|
|
eGPUMaterialEngine engine,
|
|
GPUCodegenCallbackFn finalize_source_cb,
|
|
void *thunk,
|
|
bool optimize_graph);
|
|
GPUShader *GPU_pass_shader_get(GPUPass *pass);
|
|
bool GPU_pass_compile(GPUPass *pass, const char *shname);
|
|
void GPU_pass_acquire(GPUPass *pass);
|
|
void GPU_pass_release(GPUPass *pass);
|
|
bool GPU_pass_should_optimize(GPUPass *pass);
|
|
|
|
/* Custom pass compilation. */
|
|
|
|
GPUShaderCreateInfo *GPU_pass_begin_compilation(GPUPass *pass, const char *shname);
|
|
bool GPU_pass_finalize_compilation(GPUPass *pass, GPUShader *shader);
|
|
|
|
/* Module */
|
|
|
|
void gpu_codegen_init();
|
|
void gpu_codegen_exit();
|